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No, you can write to the stream output buffer from the vertex or geometry shader in D3D11. You must create your shader using ID3D11DeviceContext::CreateGeometryShaderWithStreamOutput call to enable this function. You can call it for a vertex shader or a geometry shader too. You also need to create a buffer which you write to and set it with ...


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Play some game with your system. Check FPS you are getting. Analyze what is on the screen of the game and compare to yours. If your one cube is rendering slower than game screen, you are obviously doing something wrong. I would expect one cube with all the normal stuff applied running atleast 500-1000fps on my computer. I can run games like Battlefield 4 ...


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So the short answer is to turn on the debug layer. Thanks to @Nathan Reed for pointing that out. I tested it out and verified that it does indeed detect when shader signatures are incompatible. I also verified that new SV inputs to a shader stage must come last in the list of inputs.


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You could do something as simple as XMVector3TransformNormal of the direction light with the original Rotation. Generally in SIMD-friendly coding, individual component access is a performance hit, so you want to avoid doing it whenever possible. That's why in DirectXMath (aka XNAMath version 3) the individual element members _11 - _44 were removed from ...


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I think you might be overengineering, or at least abstracting too much away. While the GameEngine can certainly utilize composition in the form of services, I wouldn't treat the GameEngine as an Entity along with the rest of your game objects. If you are planning to have a 1:1 mapping of component types and services, I would definitely let each service ...


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The Direct3D 11 Tessellation stage is designed to be a bit generic so that applications can implement different approaches. There have been a number of presentations on this topic over the years at various conferences. I have links to them at this blog post. This topic is covered in a number of Direct3D 11 books. See this blog post for a list of ...


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Effects 11 is not supported by Windows Store apps for Windows 8.0 because it requires D3DCompile APIs at runtime. Hence, 'technique11' and it's kin are deprecated. Effects 11 also has specific compiler support in the HLSL compiler, which in the latest (#47) is still there but emits a warning. Some newer DX 11.1 and DX 11.2 constructs are not supported with ...



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